Why did Carely have to die?

2

Comments

  • edited November 2012
    Gman5852 wrote: »
    Immediately whines with



    Carley fanboy logic :rolleyes:

    lol.. I am not whining about her death I am whining about the fact that we don't get real decisions. You guys trying to defend Telltale are pathetic.
  • edited November 2012
    Cyreen wrote: »
    ...

    I'm sorry, I am in The Walking Dead forum, right?

    If our decisions had a real impact then we would have been able to save Doug/Carely by throwing out Lily/Ben a while back, something I wanted to do.
  • edited November 2012
    lol.. I am not whining about her death I am whining about the fact that we don't get real decisions. You guys trying to defend Telltale are pathetic.

    if you could save every person you meet that would be considered the correct playthrough and people would feel like they had failed if someone did die, some people have to die and a character you care about dieing has more impact than Mr redshirt
  • edited November 2012
    because we did not bring the cow we could have gave them food it was not sick it was pregnent
  • edited November 2012
    I think people are taking what TellTale games said too far. Your choices do make a difference in the sense of bonds, how people see you and how story plays out at times. Example you side with Lily a lot, In episode 3 Kenny doesn't help you with the door and you have to push the walkers off in the store by yourself. You have much more aggressive talks with him, insult each other, etc. Which is different story elements and different branches. What you are asking for is 10 stories and 10 different games in 1 game which is unrealistic and terrible for a story game.

    Think about it, this game is based off the Walking dead Universe, Do you think I wanted Dale to die in the Walking dead? Or Otis?(This is the show character in case you guys don't know) but the point is that this is a cruel world where people die left and right. In a world where you save every person alive than it isn't going to be a walking dead game. In real life, things happen all the time where you can't change things, where people if acted 1 second sooner could have saved someone. This is why the walking dead is such an engaging game, they apply real life instances in the sense "If I only acted 1 second sooner" which we all have in life, a truly amazing feat.

    When Lily pulled the gun out of her pocket to shoot carley I could see her from my camera. Oh I tried spamming my control, hoping Lee would react, hoping I could do something, except just sit there and watch her die. But that's the point, everything isn't in our control, Life isn't in our control and that is what the game is trying to mimic. It isn't trying to make you seem like an invincible god that can do whatever and save whoever you want, your not a spartan from halo. Your a person thrown into a zombie world surviving day by day hoping you don't get ripped apart by walkers. This game shows you what a real zombie environment would feel like and I'm sure we all have different stories, just picking a few different options make people view me in completely different ways, act completely different ways, and respond to me in completely different ways.

    If you still don't get it, my last example would be Kenny in the traincar when Lee is trying to get him to stop for duck. In this part of the story, we all know we are going to get to the part where we will have to kill duck. But how will we approach it? Will we fight kenny? Beat sense into him, compromise with him, or try to see why he's being so aggressive. One demonstrates Kenny in an aggressive manner and shows how much hate he has inside of him, another option demonstrates what he truly thinks which is that he's being punished and he feels that god is punishing him for letting shawn die(Since in my story He ran when I tried to save shawn). This demonstrates different sides of kenny and different sides of our characters which give us different bonds and insight on how the characters feel and understand why they are acting a certain way. Ultimately we are going to go to duck and kill him but the point is how we get there, and it shapes us as humans and shows us the side we would pick in a real situation. I mean sure I understand you are saying "Hey in real life at the train part I could hypothetically turn around when we are consulting about what to do to duck and run away and never see them again" but that isn't the Point. In the game, they have to have a story written out, just like in movies but what they do fantastic in the game is Mimic things in real life such as how certain situations in an instance could do a 180. And if we would and could of reacted a second sooner, we could of saved someone, or made more money, or gotten a better grade, or won the race, or etc. But you can't take back the past....Carley and Doug are gone, they are the past and I suggest you let go of it, and move forward towards the future...
  • edited November 2012
    If our decisions had a real impact then we would have been able to save Doug/Carely by throwing out Lily/Ben a while back, something I wanted to do.

    Because The Walking Dead is not about playing God.
  • edited November 2012
    Cyreen wrote: »
    Because The Walking Dead is not about playing God.

    not playing god?!?!?!

    Well shit :(
  • edited November 2012
    if you could save every person you meet that would be considered the correct playthrough and people would feel like they had failed if someone did die, some people have to die and a character you care about dieing has more impact than Mr redshirt

    But to save some people other people have to die... example to save Doug/Carley you would have to kill Ben/Lilly
  • edited November 2012
    Cyreen wrote: »
    Because The Walking Dead is not about playing God.

    So "playing god" is being able to throw out Lily/Ben? Wow. I am not playing god, if this is what you think is playing god, then in real life if this happened, when I would be able to do this, I would be playing god.
  • ProfanityProfanity Banned
    edited November 2012
    Let's not blow this out of proportion. Sure, this kind of game needs scripted events for everyone to move the story along and scar us emotionally, but it would sure be nice to have some kind of influence over anything that happens. One saving grace is letting Ben drop from the belltower or pull him up and that was great, but not nearly enough.
  • edited November 2012
    I think people are taking what TellTale games said too far. Your choices do make a difference in the sense of bonds, how people see you and how story plays out at times. Example you side with Lily a lot, In episode 3 Kenny doesn't help you with the door and you have to push the walkers off in the store by yourself. You have much more aggressive talks with him, insult each other, etc. Which is different story elements and different branches. What you are asking for is 10 stories and 10 different games in 1 game which is unrealistic and terrible for a story game.

    My response: It would be realistic if I was able to throw out certain characters and save other characters more. I am trying to show how Telltale could have made the game more real if we had more opportunities: Example: Not having to go to that farm/being able to kill/throw out Lily/Ben. And yes it would take a while to program in absolutely every option, I just feel like we could have gotten a bigger say.

    Think about it, this game is based off the Walking dead Universe, Do you think I wanted Dale to die in the Walking dead? Or Otis?(This is the show character in case you guys don't know) but the point is that this is a cruel world where people die left and right. In a world where you save every person alive than it isn't going to be a walking dead game. In real life, things happen all the time where you can't change things, where people if acted 1 second sooner could have saved someone. This is why the walking dead is such an engaging game, they apply real life instances in the sense "If I only acted 1 second sooner" which we all have in life, a truly amazing feat.

    My response: The difference between the comic and the game is that I understand that in the comic people must die, and in the game too. The difference is that we should be able to get a chance to save the people or indirectly save them. Anyway, if Carely survived then Lily/Ben would have died? So characters must die in order for others to be saved. In real life I would have been able to do this.

    When Lily pulled the gun out of her pocket to shoot carley I could see her from my camera. Oh I tried spamming my control, hoping Lee would react, hoping I could do something, except just sit there and watch her die. But that's the point, everything isn't in our control, Life isn't in our control and that is what the game is trying to mimic. It isn't trying to make you seem like an invincible god that can do whatever and save whoever you want, your not a spartan from halo. Your a person thrown into a zombie world surviving day by day hoping you don't get ripped apart by walkers. This game shows you what a real zombie environment would feel like and I'm sure we all have different stories, just picking a few different options make people view me in completely different ways, act completely different ways, and respond to me in completely different ways.

    Response: I am not trying to become a god... you people don't understand. In real life I WOULD have been able to do something, so real life is your definition of being a god?

    If you still don't get it, my last example would be Kenny in the traincar when Lee is trying to get him to stop for duck. In this part of the story, we all know we are going to get to the part where we will have to kill duck. But how will we approach it? Will we fight kenny? Beat sense into him, compromise with him, or try to see why he's being so aggressive. One demonstrates Kenny in an aggressive manner and shows how much hate he has inside of him, another option demonstrates what he truly thinks which is that he's being punished and he feels that god is punishing him for letting shawn die(Since in my story He ran when I tried to save shawn). This demonstrates different sides of kenny and different sides of our characters which give us different bonds and insight on how the characters feel and understand why they are acting a certain way. Ultimately we are going to go to duck and kill him but the point is how we get there, and it shapes us as humans and shows us the side we would pick in a real situation. I mean sure I understand you are saying "Hey in real life at the train part I could hypothetically turn around when we are consulting about what to do to duck and run away and never see them again" but that isn't the Point. In the game, they have to have a story written out, just like in movies but what they do fantastic in the game is Mimic things in real life such as how certain situations in an instance could do a 180. And if we would and could of reacted a second sooner, we could of saved someone, or made more money, or gotten a better grade, or won the race, or etc. But you can't take back the past....Carley and Doug are gone, they are the past and I suggest you let go of it, and move forward towards the future...

    Response: Yes well we should still have had more choices... it would have been easy to program it in so that we could kill/save more characters directly or indirectly. If you are complaning how i would be a god then, not really. If in real life I could do it, that should not be considered being a god.

    And like Profanity said, "Let's not blow this out of proportion. Sure, this kind of game needs scripted events for everyone to move the story along and scar us emotionally, but it would sure be nice to have some kind of influence over anything that happens. One saving grace is letting Ben drop from the belltower or pull him up and that was great, but not nearly enough."

    ^^^ check quote
  • edited November 2012
    Profanity wrote: »
    Let's not blow this out of proportion. Sure, this kind of game needs scripted events for everyone to move the story along and scar us emotionally, but it would sure be nice to have some kind of influence over anything that happens. One saving grace is letting Ben drop from the belltower or pull him up and that was great, but not nearly enough.

    I agree completely
  • edited November 2012
    i think people are taking what telltale games said too far. Your choices do make a difference in the sense of bonds, how people see you and how story plays out at times. Example you side with lily a lot, in episode 3 kenny doesn't help you with the door and you have to push the walkers off in the store by yourself. You have much more aggressive talks with him, insult each other, etc. Which is different story elements and different branches. What you are asking for is 10 stories and 10 different games in 1 game which is unrealistic and terrible for a story game.

    Think about it, this game is based off the walking dead universe, do you think i wanted dale to die in the walking dead? Or otis?(this is the show character in case you guys don't know) but the point is that this is a cruel world where people die left and right. In a world where you save every person alive than it isn't going to be a walking dead game. In real life, things happen all the time where you can't change things, where people if acted 1 second sooner could have saved someone. This is why the walking dead is such an engaging game, they apply real life instances in the sense "if i only acted 1 second sooner" which we all have in life, a truly amazing feat.

    When lily pulled the gun out of her pocket to shoot carley i could see her from my camera. Oh i tried spamming my control, hoping lee would react, hoping i could do something, except just sit there and watch her die. But that's the point, everything isn't in our control, life isn't in our control and that is what the game is trying to mimic. It isn't trying to make you seem like an invincible god that can do whatever and save whoever you want, your not a spartan from halo. Your a person thrown into a zombie world surviving day by day hoping you don't get ripped apart by walkers. This game shows you what a real zombie environment would feel like and i'm sure we all have different stories, just picking a few different options make people view me in completely different ways, act completely different ways, and respond to me in completely different ways.

    If you still don't get it, my last example would be kenny in the traincar when lee is trying to get him to stop for duck. In this part of the story, we all know we are going to get to the part where we will have to kill duck. But how will we approach it? Will we fight kenny? Beat sense into him, compromise with him, or try to see why he's being so aggressive. One demonstrates kenny in an aggressive manner and shows how much hate he has inside of him, another option demonstrates what he truly thinks which is that he's being punished and he feels that god is punishing him for letting shawn die(since in my story he ran when i tried to save shawn). This demonstrates different sides of kenny and different sides of our characters which give us different bonds and insight on how the characters feel and understand why they are acting a certain way. Ultimately we are going to go to duck and kill him but the point is how we get there, and it shapes us as humans and shows us the side we would pick in a real situation. I mean sure i understand you are saying "hey in real life at the train part i could hypothetically turn around when we are consulting about what to do to duck and run away and never see them again" but that isn't the point. In the game, they have to have a story written out, just like in movies but what they do fantastic in the game is mimic things in real life such as how certain situations in an instance could do a 180. And if we would and could of reacted a second sooner, we could of saved someone, or made more money, or gotten a better grade, or won the race, or etc. But you can't take back the past....carley and doug are gone, they are the past and i suggest you let go of it, and move forward towards the future...
    +100
  • edited November 2012
    +100

    Check my response.
  • edited November 2012
    Check my response.
    And I think you haven't properly played episode 4 then... You can kill Molly, you can kill ben, you can choose who you take with you at the end of the episode...how much more choices do you want?
  • edited November 2012
    And I think you haven't properly played episode 4 then... You can kill Molly, you can kill ben, you can choose who you take with you at the end of the episode...how much more choices do you want?

    molly's death hasn't yet been confirmed
  • edited November 2012
    molly's death hasn't yet been confirmed
    ...dude...I've killed her myself on a playthrough...confirmed.
  • edited November 2012
    ...dude...I've killed her myself on a playthrough...confirmed.

    you shot her or left her?
  • edited November 2012
    Check my response.

    I'm sure he did as did I and I don't think you understood what I meant. I am saying we do have a lot of choices and you are misinterpreting what Telltale meant in a different story. What I described were different stories, If you watch a movie, And the entire movie the main character loves his family, fights for them, and dies for them at the end. A large part of the movie was that person's passion for their family, how they bonded, how they expressed their love which ultimately makes that person's death far more memorable and important because it demonstrated their characteristics which is a huge part of the story. Now take the exact same story and make the same character, Abusive, Rapes his daughter, and shows complete hate for his family but make them go through the same obstacles that the previous families went through. This would show you a COMPLETELY DIFFERENT STORY because even though it is the same obstacles, none of the feelings are the same, none of the moments, bonds, nothing. Instead it leaves you with hate and anger, and frustration. This is a different story and that is what telltale did for the Walking dead which is what you are missing.

    A big part of stories around 80% is made up of the characters and their choices and feelings in movies, Movies that were amazing due to one character and would of been completely different by another due to their emotions and characteristics. Regardless if they went through the same house, it's how they respond, talk and act that makes the story and drives it. How people change, and become more loveable, or hateable, how they evolve into a monster and what they used to be to what they are now. That is the story and telltale gives you that. And you are correct they don't give you the choice to go find a boat with kenny or travel to England or Travel to Russia but that isn't the point.A story isn't about making you kill a different character or travel to a different location but it's the characters that drive the story and that's what Telltale allows you to alter HEAVILY with several different approaches. What you are asking for is unrealistic and impossible for telltale to do with the time constraints that they have and the fact that they aren't a huge corporation like EA, they didn't have the funds when the WD came out to fund this which is why the games cost 25 dollars each. The game you are asking for is basically 10 different games in 1 which is unrealistic but what they deliver is different stories in character emotions and actions and responses. Going to Point A to B doesn't matter, it's all about how you get there and what you are willing to do to get there thus the emotions and actions.
  • edited November 2012
    you shot her or left her?
    I shot her. That's a choice.
  • ProfanityProfanity Banned
    edited November 2012
    I shot her. That's a choice.

    Can't remember this part. When do you get to shoot her?
  • edited November 2012
    ...dude...I've killed her myself on a playthrough...confirmed.

    I take it back apparently she can die if you don't bring clem along and you miss to shoot the zombie.
  • edited November 2012
    Profanity wrote: »
    Can't remember this part. When do you get to shoot her?

    When ben pulls the hatchet from the door and if you leave clem at the house, if you shoot at her when the zombie is on her, she can be killed. And the story moves on.
  • edited November 2012
    I shot her. That's a choice.

    the bullet curved and hit her in the shoulder
  • edited November 2012
    When ben pulls the hatchet from the door and if you leave clem at the house, if you shoot at her when the zombie is on her, she can be killed. And the story moves on.

    the closest I've ever got to killing her is shooting her on the shoulder
  • edited November 2012
    the closest I've ever got to killing her is shooting her on the shoulder
    Well I kinda aimed at her head. It was my douchebag playthrough.
  • edited November 2012
    lol.. I am not whining about her death I am whining about the fact that we don't get real decisions. You guys trying to defend Telltale are pathetic.

    It was designed more like a multiple choice quest. And told like a drama series where death is inevitable. Not an open-world create-your-own-adventure.

    It was always intended to be that way. You didn't know what you were buying.
  • edited November 2012
    i think the best way to think about the game is as Lee's story not yours, that way you are just tipping the balance of multiple thoughts that go though Lee's head (all being equally good options to Lee) in the direction you want, but you don't think or decide for Lee, just influence , like the way some people describe how god works (no offence intended)
  • fusedmassfusedmass Banned
    edited November 2012
    I noticed less then HALF of people picked doug. Yes less then HALF. About 32-36 percent. Here's why. She comes with you to the hotel pistol packing and all. She stands up for you. She's a girl.

    I'm on my 2nd playthrough. I decided to try out him. As for her. I don't know I wish we had the option to keep her.
  • ProfanityProfanity Banned
    edited November 2012
    fusedmass wrote: »
    I noticed less then HALF of people picked doug. Yes less then HALF. About 32-36 percent. Here's why. She comes with you to the hotel pistol packing and all. She stands up for you. She's a girl.

    I'm on my 2nd playthrough. I decided to try out him. As for her. I don't know I wish we had the option to keep her.

    I didn't take her, because she didn't even know how bloody batteries work. I'd rather have a nerd on my squad, anyone can learn how to shoot in an apocalypse, not anyone can gather the information Doug has. That crafty lass could cook us up loadsa good stuff, if he didn't get shot by the queen bitch.
  • edited November 2012
    And I think you haven't properly played episode 4 then... You can kill Molly, you can kill ben, you can choose who you take with you at the end of the episode...how much more choices do you want?

    Yup.. episode 4 got it right, while the previous ones didn't
  • edited November 2012
    I'm sure he did as did I and I don't think you understood what I meant. I am saying we do have a lot of choices and you are misinterpreting what Telltale meant in a different story. What I described were different stories, If you watch a movie, And the entire movie the main character loves his family, fights for them, and dies for them at the end. A large part of the movie was that person's passion for their family, how they bonded, how they expressed their love which ultimately makes that person's death far more memorable and important because it demonstrated their characteristics which is a huge part of the story. Now take the exact same story and make the same character, Abusive, Rapes his daughter, and shows complete hate for his family but make them go through the same obstacles that the previous families went through. This would show you a COMPLETELY DIFFERENT STORY because even though it is the same obstacles, none of the feelings are the same, none of the moments, bonds, nothing. Instead it leaves you with hate and anger, and frustration. This is a different story and that is what telltale did for the Walking dead which is what you are missing.

    A big part of stories around 80% is made up of the characters and their choices and feelings in movies, Movies that were amazing due to one character and would of been completely different by another due to their emotions and characteristics. Regardless if they went through the same house, it's how they respond, talk and act that makes the story and drives it. How people change, and become more loveable, or hateable, how they evolve into a monster and what they used to be to what they are now. That is the story and telltale gives you that. And you are correct they don't give you the choice to go find a boat with kenny or travel to England or Travel to Russia but that isn't the point.A story isn't about making you kill a different character or travel to a different location but it's the characters that drive the story and that's what Telltale allows you to alter HEAVILY with several different approaches. What you are asking for is unrealistic and impossible for telltale to do with the time constraints that they have and the fact that they aren't a huge corporation like EA, they didn't have the funds when the WD came out to fund this which is why the games cost 25 dollars each. The game you are asking for is basically 10 different games in 1 which is unrealistic but what they deliver is different stories in character emotions and actions and responses. Going to Point A to B doesn't matter, it's all about how you get there and what you are willing to do to get there thus the emotions and actions.

    Yeah I know they have their time constraints and bla bla bla but if you noticed my first post, I mean they could edit it and release a special edition or something allowing more choices.
  • edited November 2012
    Cooperal wrote: »
    It was designed more like a multiple choice quest. And told like a drama series where death is inevitable. Not an open-world create-your-own-adventure.

    It was always intended to be that way. You didn't know what you were buying.

    So what you are saying is that it's a choose your own adventure where your choices don't really matter? Wow. Like Profanity said before: "Let's not blow this out of proportion. Sure, this kind of game needs scripted events for everyone to move the story along and scar us emotionally, but it would sure be nice to have some kind of influence over anything that happens. One saving grace is letting Ben drop from the belltower or pull him up and that was great, but not nearly enough."

    Couldn't put it any better than that
  • edited November 2012
    Yup.. episode 4 got it right, while the previous ones didn't
    Um...no, the 4th one actually makes sense to give you that many choices. It would make a whole lot of no sense to effectively decide to play god with character's lives for no reason other than "I don't like them." Tell me when you would have left lilly behind? During the shoot out? Might as well have shot her yourself. When before that would you have left ben behind without having clem see it? And if she did see it, what makes you think she wouldn't defy you to save him? Not like it's the first time she has done something without your permission.
  • edited November 2012
    i think the best way to think about the game is as Lee's story not yours, that way you are just tipping the balance of multiple thoughts that go though Lee's head (all being equally good options to Lee) in the direction you want, but you don't think or decide for Lee, just influence , like the way some people describe how god works (no offence intended)

    Sounds reasonable enough to me
  • edited November 2012
    Alright guys this is getting blown out of proportion, we are obviously going to continue to repeat our same arguments and disagree with each other, so let's just agree to disagree. Some of us wish there were more choices, end of story. Maybe it is just wishful thinking, but hopefully they will remake/edit earlier chapters with more impacting decisions. I respect all of your arguments, goodnight.
  • edited November 2012
    Um...no, the 4th one actually makes sense to give you that many choices. It would make a whole lot of no sense to effectively decide to play god with character's lives for no reason other than "I don't like them." Tell me when you would have left lilly behind? During the shoot out? Might as well have shot her yourself. When before that would you have left ben behind without having clem see it? And if she did see it, what makes you think she wouldn't defy you to save him? Not like it's the first time she has done something without your permission.

    I would have not let her on with the RV, left with Glenn (Yeah I wanted to do that), separated ways with her and not allowed her to come on with her dad into the corner place after he punched me, etc, etc. I would have just left Ben behind at the bear trap thing...

    But anyway just look at my last post.
  • edited November 2012
    Alright guys this is getting blown out of proportion, we are obviously going to continue to repeat our same arguments and disagree with each other, so let's just agree to disagree. Some of us wish there were more choices, end of story. Maybe it is just wishful thinking, but hopefully they will remake/edit earlier chapters with more impacting decisions. I respect all of your arguments, goodnight.
    And yet to do this they would have to change the story. Just saying.
  • edited November 2012
    And yet to do this they would have to change the story. Just saying.

    I know. Just would have liked to seen it.
  • ProfanityProfanity Banned
    edited November 2012
    I'd rather they'd just adapt all they've learned and improve it in the second season.
This discussion has been closed.