What Improvments can be made to make a S.3 even better??
Does anyone have any good improvements to make season 3 the best season? I would like to see more rain, just because i think it make sad scenes more dramatic as well as escaping in the mud. Also I kno Clem is a kid so nobody looks at her as an equal but I like when you play as Lee when you interact with other characters they will remember certain choices you make or what you said to them. Clem choices don't really have that much impact on other characters. In the last episode Clem starts making her own decision choosing (Kenny's / Jane) fate hopefully she can keep making those choices. what you guys have in mind?
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The only thing I would REALLY prefer they didn't do is kill so many characters off.
More free roaming areas, puzzles, and meaningful choices would be good. And more rain and thunderstorms too.
I'll just lay this beast here....
"The TL;DR version (w/o the details) is at the bottom XD.
(!) = Doesn't need to be implemented, but would be cool if it was.
1) Max Payne-esque Inner monologues - Normally, in a game where the player makes dialogue decisions, I wouldn't care about this, but usually in games that allow this 1) the "character" we're playing as is usually a blank slate/avatar, with no voice, or real personality, and/or 2) the NPCs we talk to don't usually spend so much time with the player character, or have a hand in whether he/she lives, or dies, and/or 3) those personality traits don't really have long lasting impact in how the NPCs really view the player. Here, with TWD, Clementine is practically a living, breathing person to us at this point. The choices we make aren't just nonchalant decisions like in other games; they have a lot of emotion in them, from the character, that define the Clem we decide to play as. So I'd like to "hear" what Clementine really thinks about her actions/decisions, or those of the people around her, the way her personality is and those around her, and how she feels she's doing raising AJ. This plays into my next point.
2) Relationships/Friendships - Since this a game that heavily leans on decisions that deal with the group, I think that the next game should incorporate a system that actively allows us to spend time with NPCs of our choosing and as a result of who we spend time with, that determines who's in Clem's inner circle, as well as increasing/decreasing group moral. you can pursue romance (if you want), but the person (he/she; it's not like we know Clem's preference anyway) that Clem is romantically involved with puts Clem above everyone else; limiting his/her decision making to only about Clem's survival, or Clem's decisions. You may find yourself having to stop the relationship if you see that the being with that person is causing too much trouble for you/Clem, and even that can sour your relationship with person permanently; depending on what they done for you/Clem, and vice versa. If you screwed somebody over (like say...cheating on your current lover)/openly disagree with someone/simply do (what they think/see as) egregious things that they don't agree with, and don't find enough time to make nice with them, then they can break group chemistry, actively, secretly sabotage you/Clem to either make her look worse, or kill her. If you "displease" too many people, then your group can actually split/mutiny at anytime within the story that we're building. Someone that other people in the group like dying, also doesn't help in the moral department. This should also play a role in how AJ is raised; if you don't spend enough time with him, then he starts to trust you/Clem less, and less. He potentially spend more time with other members of the group, and take on personality traits from them that you/Clem wouldn't approve; learn/not learn skills, become more heartless, or become coddled, weak and naive. If you spend a lot of time with him, he learns from you; meaning while he could gain your pros, he can also emulate your cons.
3) Rationing and Jobs - The rationing mini game with Lilly was a start, and I believe it should be implemented more to constantly hit the player that this is hell; not only do people die, but food, and other resources, are scarce. We should decide who gets what weapon, who gets X amount of ammo, batteries, who eats, and who does what job (hunting, takes watch, fortifying whatever area we've gotten control over, who watches the kids (if there are any...), knitting, healing, etc). This would (of course) also affect relationships, but also the strength/reliability/potential when in danger. If a certain character doesn't get enough sleep, because he/she is frequently on watch at night, then they get sloppy....and a sloppy person that's put on hunting duty either gets little prey, or dies in the field. This includes Clem; self-sacrificing her own food/weapons/ammo to others to keep the characters you like alive and/or on your side, is a double-edged sword.
4) Skills - Older characters (like 16/17 and up) should come in (or out) of your/Clem's group with established skills that tell us what each character is best at, which helps in what jobs to give them. Stuff like stamina, strength, speed, medical skill, intelligence, gun skills, weapon/fighting skills, sight, alignment ("moral", "immoral", etc) and finally how they feel towards Clem herself. Clem's skill levels in certain area's could depend on who she spends the most time with, and what jobs you/she gives herself; doing a job, in which she lacks the required skills, adds great risk, but doing them successfully yields great stat increases. What you want Clem to be good at depends on the group you build, what you want, the situation the group is currently in (on the road, or in a "safe", closed location) or just simply what you need. If characters with certain skills leave, then you have to make up the difference somehow in what jobs people do. Try not to lose the guys with medical, or hunting skills.
5) Clothes/Weapon stats (!) - The clothes that we put on Clem would increase/decrease warmth (does it protect against the cold?), speed (does it had too much weight?), the amount of weapons we can carry (does it have enough room?), noise (does it make too much noise? This plays a role in sneaking about), durability (how many physical and/or gun, hits can you take?). Stuff like that. It shouldn't be made simple: bulletproof vests can prove to be very useful during a fire fight, but, if Clem is too weak, the weight slows her down, making close combat, hunting fast prey, and/or escaping a chore.
6) Wider/Open Spaces, with Activities to do (!) - This is simply because we know S3 is gonna be next gen, and I feel that this game should go Day Z/Survival Instincts route with this (ONLY in terms of space, and areas to explore, not story/gameplay). I'm not asking for a new graphics style, just bigger fields. Activities (different from jobs) would also help with building group moral and relationships.
7) Alignment - Is the Clem we're raising immoral, and not beyond betraying a friend, brutally maiming a surrendered enemy and willing to do absolutely anything to keep those close to her alive? Or does she still cling to her humanity, in that she's willing to help those who are in need, willing to go beyond the pale to keep those who don't want to go on upright and willing to instill these values to AJ? Or is she someone who toes the line, and does whatever depending on the situation? We'd get to decide that, and this also affects group moral and relationships, depending who's (still, or yet to become) a part the group.
8) Break Canon, and have time skips within the story - What I mean is, I'd like Clementine to final become an undisputed (well that depends on group moral and/or relationships) leader of a group....but it doesn't make sense for an 11-14 year old to be in that position. Before y'all shot me, that doesn't mean I want an adult Clem, with 10 year old AJ, whose life we've missed mostly (I too hated the 16 month timeskip). I think it's be cool for time to periodically skip forward days to weeks to months to years as the story chugs along, so that we get to keep making decisions that shape Clem's character, how others see her, and get to see how well we raise a growing AJ throughout the years. Also, I think it would be impactful if everyone, INCLUDING AJ, could die at any point in the story; that way, seeing AJ grow up, and live past the end of the season can truly feel like an accomplishment. The emotions would be high for this kid.
This would mean breaking canon, as the comic has yet to go on for several years in-canon; we don't know when, or if, Kirkman will end the epidemic. However, this should've be a problem at all as 1) the tv show isn't canon, and that's not hurting it at all (viewership-wise) and 2) After episode 3 in S1, the characters in the games don't interact with in-canon characters anymore. The comic/show (for the moment) is Rick Grimes show (for the most part anyway, as there's major emphasis on other characters still), while Clementine is the star of TellTale's TWD game; they shouldn't let the canon limit their storytelling potential. However, I'm sure that they're going to break canon in some fashion in the next season; it only makes sense. Playing as kid Clem is fun, but it isn't realistic for a kid to be making big decisions for a group in this situation. Clem should grow into a leadership position as time passes; when she's an adult/young adult is when she should hit that stage of her life, and when she can start deciding rations, and jobs.
TL:DR - S3 should have 1) inner monologues, 2) relationships/friendships/enemies within the group, 3) rationing and job assigning, 4) skills stats for NPCs, and learnable skills for Clem 5) clothing stats (!), 6) wider/more open areas, with activities (!), 7) alignments (moral, immoral, etc), and 8) break canon, which means timeskips, which means Clem growing up slowly, which means in the game zombie epidemic is still going on 10+ years later."
If a character is determinant then some that you save should leave in a good way instead of dying or going evil on you.
Well, it still depends on the type of person you save. Maybe the person you save is a true sociopath, or is someone who loves to dissolve groups, then it's possible that that character ruins your group, or at least puts you in a bad situation. If there is a person like this, it shouldn't be obvious; it should be up to the player to figure out the subtle clues, and, potentially, stop the shit from hitting the fan.
Even if you save good people, say they have a family member, or significant other, with them. What if an action/decision by us, causes them to die? Then depending on your relationship with the grieving party, they may, or may not, still support you.
The entire group dosnt die.
Also determinants can only work if it is one or the other
An adult protagonist.
I mean, if they stick with Clem, i don't really care, but make sure she's better written in the upcoming season.
I agree with the canon bit. I never understood why Telltale was so adamant on not breaking canon when the two walking dead universes barley interact with one another. We did get some cameo's. I would also like playing as a slightly older Clem maybe fourteen or fifteen. I don't know how the voice actress will pull it off though. The skills bit feels a little off for a story based game and I don't think S3 will be solely on next gen if it was than people who played season 2 on PS3 wouldn't be able to have their save files carry over.
HUBS.
CHARACTER DEVELOPMENT.
NO PLOT DEVICES.
OLDER CLEMENTINE.
Making the group not end up becoming genocide would be nice.
The onslaught of characters in Season 2 took away the character development that Season 1 had. Despite most characters in Season 2 not being developed as well as the ones from Season 1, killing off a character that actually was more developed, such as Luke, was a horrible decision.
Luke, a very important character to the story, died in a really arbitrary and preventable way e.g. drowning in a lake of ice in which he could have survived, and it was a terrible thing to do because it made all of that character development over the episodes useless. Not to mention it angered many fans, such as myself, that such important characters to the story can be thrown away at a minute's notice.
Also, more hubs and longer episodes would further develop characters similarly to how they did in Season 1. Season 2 lacked this and resulted in most characters not being as interesting as the ones from the first Season.