Don't say that. TWAU is not just a property to throw away so they can move onto the next thing. Besides, that's how long the last episode was, on average.
Look at this from the main character's persepctive.
Considering the fact that Christa is the only person that she can trust since they've been together for nearly two years, and considering the fact that the new group she came across left her for dead, I'm not surprised that Clementine's not exactly as thrilled as you guys are to get to know them.
You guys seemed so worked-up about your hubs that you not seeing how they can work against Clementine's character. If you want the story to work, it has to be written in a way that's believable, and a little girl talking to a group of strangers (one of which nearly killed her, one acted hostile towards her, and one suggested leaving her in a shed) just doesn't work for her or the story.
Maybe they could've done better at the ski lodge but for what they did, it works with the story.
The sad thing is Telltale doesn't seem to even take note on what people say, nor do anything about it. Shows you when power and money has gone to their head.
I don't mind as long as ever time a play the game there comes a different outcome I mean in the wolf among us I saved Prince Lawrence cause I went to his apartment first, or I save Alvin from the walking dead. I have 3 different save files all having different outcomes. So i spent more then 3 hours in each episode to find out what is different. Wolf among us episode 4 was the worst episode in every tell tale only cause there not much consequence.
I'm all for longer episodes and all, but Telltale can not cater to straight up gamers. Nearly everyone in this thread right now appears to be a hardcore gamer, such as myself, and by that I mean a sitting can be many hours for us and we play all types of genres. Remember that a reason they make these is for money, and if they did not do that the company would not exist. Due to this, they have to appeal to all types of gamers, casual and hardcore alike. While I and many of us here can play a game for 5+ hours easily, a casual gamer may not be able to. Note that I'm not saying to blame casual gamers, or am I hating on them, due to them being just an entirely different audience. Unfortunately for gamers who are heavily invested in video games, nowadays games have to please everyone, even people who have never played a game in their lives. Games are being created for those with very very short attention spans, who can not last a minute of "boring dialogue" and must have fire and swords and guns blazing every fifteen seconds, although fortunately this is not the case or the issue with TWAU and TWD, but an example of developers having to appease as many people as possible. The whole point of this is, TellTale can not be bashed for making shorter episodes simply for appealing to the masses, and the masses are those who can barely even play a game for more than an hour without getting bored. I'm sure they could make longer episodes if they truly wished to, but they'd just be appealing to the hardcore gamers, which means less people will enjoy the game, and less people will buy it, hurting the company.
More conversations and interactions in general have been high on my wish list from the start.
It's a shame, Mark was generally considered to be a redshirt but I think he had more potential conversations with Lee in one episode than Carlos, Sarita, and Jane have had all season.
And have you also noticed that we've never had a time to actually choose the topic of a conversation? In Season 1, when starting a conversat… moreion, there was no time limit and you could ask things like:
* About the guns...
* Do you know anything about this flashlight?
* Do you have any thoughts about Lilly?
* Goodbye
But in Season 2, when you start a conversation, you just get a short little exchange, with no freedom on what topic to discuss. This has disappointed me slightly.
In my opinion TTG has completely ruined what I considered a TTG game to be. They have been moving from puzzles and hubs to whatever they consider this new model to be. It's awful. I wish they would ditch this new model and go back to the tried and true monkey island, BTTF, TWD S1.....
It does. She did that in S1 while we were Lee. There have been things like good opportunities for hubs In S2 so far yet not used properly. There are reasons for hubs Ser
I've said this before and I'll say this again. Hubs only make sense to be in the game if it works with the plot. If you play as a little gir… morel in a game where the basic theme is "Who can you trust," it doesn't make any sense for Clementine to just walk around and randomly talk to people, especially if you tell her not to trust anyone at the end of Season One.
You don't walk around and talk to people because you trust them. You walk around and talk to people because you want to figure out if you can. Having the theme be "who can you trust" and not letting us talk to people so we can't build an opinion about whether or not to trust them is just a cop-out.
I've said this before and I'll say this again. Hubs only make sense to be in the game if it works with the plot. If you play as a little gir… morel in a game where the basic theme is "Who can you trust," it doesn't make any sense for Clementine to just walk around and randomly talk to people, especially if you tell her not to trust anyone at the end of Season One.
Uh...they kinda do let our opinions about whether or not we trust them play out. You don't have to be nice to everyone in the group. Hell you can get one of them killed if you want.
Besides, you should be building your opinion on what they do in the story that helps flesh out their character, not trying to find out who they were before the apocalypse. Yes, finding out who they were before can give you some idea of what the character is like, but it's NOT the only source of character development.
I didn't trust Carley just because she was a reporter for some news channel. I trusted her because she risked her life to save mine! That gives her some character development by showing she selfless and brave.
Who cares about who they were before the apocalypse anyways? Why should who they were TWO YEARS AGO tell you whether or not you can trust them? It's what they DO that defines who they are.
You don't walk around and talk to people because you trust them. You walk around and talk to people because you want to figure out if you ca… moren. Having the theme be "who can you trust" and not letting us talk to people so we can't build an opinion about whether or not to trust them is just a cop-out.
Telltale needs to fix their marketing strategies, for real though. I bet everyone would be so excited about tales from the borderlands if th… moreey just would’ve stopped shoving it close to our faces when we wanted news on walking dead or wolf among us. If they would’ve waited longer with this new series and paid more attention to their most popular games no one would complain all the time about the plot holes and short episodes or the lack of character interaction we remember from walking dead season 1. the goal to become a good and popular company is to make one or two good games a year, not 4 or more ‘nice’ and ‘okay’ games.
It's not about whether or not we can be "nice" to a character. It's about whether or not we know enough about them to care. And let me be clear, I'm not asking for everyone's life story here. That can feel weird and shoe-horned in. What I'm asking for are indications as to who the characters are beyond "Oh he's a good person" "She's not a good person." We need to know who these character are as people, not just who they are as survivors.
Let's take Chuck as an example. Do we know everything about his past? No. But we do know enough things about his past for us to piece together what it might have been. And through our dialogue with him in which we uncovered these bits of information about his past, we get glimpses into his personality and thoughts. I know what kind of person he is. I can put him into just about any situation and imagine what he would say and do in reaction to the things around him. That's what makes a character.
Uh...they kinda do let our opinions about whether or not we trust them play out. You don't have to be nice to everyone in the group. Hell yo… moreu can get one of them killed if you want.
Besides, you should be building your opinion on what they do in the story that helps flesh out their character, not trying to find out who they were before the apocalypse. Yes, finding out who they were before can give you some idea of what the character is like, but it's NOT the only source of character development.
I didn't trust Carley just because she was a reporter for some news channel. I trusted her because she risked her life to save mine! That gives her some character development by showing she selfless and brave.
Who cares about who they were before the apocalypse anyways? Why should who they were TWO YEARS AGO tell you whether or not you can trust them? It's what they DO that defines who they are.
TellTale bit off more than they could chew taking on 4 different games at once, it's obvious that it's affected the quality of their games.
Not that I'm saying TWD S2 and TWAU is bad, but they could be much much better.
The sad thing is Telltale doesn't seem to even take note on what people say, nor do anything about it. Shows you when power and money has gone to their head.
You basically just proved my point about why having hubs in Season Two just bring out peoples' back stories is redundant since a lot of the characters have had moments like these.
And you're right. What Chuck said on the train after Lee confronted him for what he said to Clementine, I thought that was fucking brilliant! The second he justified what he said, I thought to myself, "This is a GREAT character."
My opinion on him however didn't really change when I learned about his past.
It's not about whether or not we can be "nice" to a character. It's about whether or not we know enough about them to care. And let me be cl… moreear, I'm not asking for everyone's life story here. That can feel weird and shoe-horned in. What I'm asking for are indications as to who the characters are beyond "Oh he's a good person" "She's not a good person." We need to know who these character are as people, not just who they are as survivors.
Let's take Chuck as an example. Do we know everything about his past? No. But we do know enough things about his past for us to piece together what it might have been. And through our dialogue with him in which we uncovered these bits of information about his past, we get glimpses into his personality and thoughts. I know what kind of person he is. I can put him into just about any situation and imagine what he would say and do in reaction to the things around him. That's what makes a character.
"Seeing another little girl die might just do me in"
That was a reference to his past that cemented his reasoning for his personality and outlook on life. The characters that have had lines like the one are Nick, Bonnie, and, to a lesser extent, Reggie, Walter, and Pete. We don't find out the other characters' motivations. Why was Carlos so freaked out about Clem interacting with Sarah? What the nature of the relationship between Alvin, Rebecca, and Carver? What happened to Sarita before she met Kenny? What has Luke been through? Without any of this information, we have no context in which to situate the characters' behavior.
References to their past and interests also gives a character much-needed depth and charm. Remember when we got to talk to Omid and he mentioned his cat and his love of history? That had nothing to do with how much we should trust him, but everything to do with how much we cared about him. Give us some of that with the Season 2 characters.
THANK YOU.
You basically just proved my point about why having hubs in Season Two just bring out peoples' back stories is redundant since… more a lot of the characters have had moments like these.
And you're right. What Chuck said on the train after Lee confronted him for what he said to Clementine, I thought that was fucking brilliant! The second he justified what he said, I thought to myself, "This is a GREAT character."
My opinion on him however didn't really change when I learned about his past.
a lot of the characters have had moments like these.
Not nearly enough, I don't think.
It's not really all exposition on their past. Sure, we got plenty nostalgic exposition from some of the S1 crew (like Katjaa) but later on, we merely spoke. Spoke about the situation at hand, about what we had gone through. I don't know, I like those things; it brings out the more human angle, and it was not necessary for the cast to repeat their live stories all over again. The story and their person, their character provided new conversation topics, not their pre-apocalyptic past.
Can only a small, absolutely necessary amount of dialogue and actions tell us enough about these people? Yes, but as "cinematic" as the industry and Telltale want to get nowadays, they sometimes miss what I think is the great advantage that this particular medium possesses: Interactivity. Player agency. The showing and telling of who this characters are in a different way than movies do.
One of my favorite quotes from In Harm's Way is said by Nick in the mediocre hub that we did get. It is a determinant little piece of dialogue, but I liked it a lot, and thank [Insert deity here] for The Annotated Dead for helping me illustrate this line and what it what it carries graphically. He does speak about the past... our past, together, as the group that Telltale intended us to be. I think it is a pretty nice way of presenting it, and it was not required to advance the plot, it was not a big defining action performed by Nick: only the words of a guy to a girl whom he has spent some hard days with.
THANK YOU.
You basically just proved my point about why having hubs in Season Two just bring out peoples' back stories is redundant since… more a lot of the characters have had moments like these.
And you're right. What Chuck said on the train after Lee confronted him for what he said to Clementine, I thought that was fucking brilliant! The second he justified what he said, I thought to myself, "This is a GREAT character."
My opinion on him however didn't really change when I learned about his past.
Well I just wished they would keep to the 4-6 weeks they said between episoides. I will never buy another telltale game. It's as simple as that I don't like being mislead like that. If they went due to delays ect fine no big deal but this just we say nothing what so ever and sit back and say take it. That alone makes me not want to finish the game and 2 what happened last episoide you start to forget things so what's the point. It killed the game experance for me with all the spoliers you go check why it's not updateing yet because the steam version comes out way later then the rest just ruins the game. Then you wait a long time with no idea of when they will release it or even say when they will release it. That's why I will never buy another telltale game no thanks. Length of episoide is pointless when you just go screw it why bother.
Dude I played games 6 hours straight without getting off my ass! Sometimes I pause 'cause I get bothered by something that puts my attention elsewhere. So yeah "one-sitting" policy is the biggest bullshit I heard in gaming industry. If they made longer episodes we would've gotten more content, hubs, and additional character development that could let us have an attachment like we did in Season 1. Like we're supposed to be Sarah's friend(determinant) so why can't we talk to her much? There were moments where we could. So much potential is being wasted because of this. I hope Telltale is considering this because future franchises won't have the proper potential it should have if they stick to this policy, especially GOT with all its content it has. So yeah, we need this problem fixed.
After a budget of 100,000 in S1 then they sold over 24 million copies they had the chance to really make something special and improve all areas in S2. So they made the episodes shorter, reduced decisions, NO ONE WILL REMEMBER THAT, Linear with no gameplay(hub or puzzles D':, majority cut scenes, each episode characters completely change personalities etc yet still same price
SOON SUPERSOON AROUND THE CORNER( you delayed the product don't take the piss out of us)
Staff excuses
Gameplay = Tedious busywork and it's so artificial to extend length ( a game company said that really:O)
Hub:= No one wants hubs without an objective( I want to play the game at my own pace and fully immense and appreciate the surroundings even without an objective it's an adventure element looking around I love with cut scenes I feel powerless and not immersed like I'm watching someone else's story)
Puzzles = We don't want gamers to get stuck( nice way of calling the fanbase stupid)
Length = One sitting entertainment 90 minutes like a movie to fully appreciate the story( Again nice way of shortening the episodes while maintaining the same price while also saying your fanbase has the attention span of monkeys we complete 15 hour games all the time
Again this is just my opinion I'm not saying it's right here comes the hate
I don't mind the length. I would like better hub areas which I think are lacking (which of course would directly affect length) but the actual time I spend playing doesn't matter if it's all on point.
The sad thing is Telltale doesn't seem to even take note on what people say, nor do anything about it. Shows you when power and money has gone to their head.
That's basically what I was trying to say when I posted about how I understood their "one-sitting" game model. A lot of gamers are more casual and don't have the time or energy to sit for five or six hours a night playing. They want a quick, fun experience. I think that why it's good that they are taking on other projects also, to give fans more variety and more things hours of playtime. I'm certainly enjoying the benefit of being able to play WD and TWAU together.
I'm all for longer episodes and all, but Telltale can not cater to straight up gamers. Nearly everyone in this thread right now appears to b… moree a hardcore gamer, such as myself, and by that I mean a sitting can be many hours for us and we play all types of genres. Remember that a reason they make these is for money, and if they did not do that the company would not exist. Due to this, they have to appeal to all types of gamers, casual and hardcore alike. While I and many of us here can play a game for 5+ hours easily, a casual gamer may not be able to. Note that I'm not saying to blame casual gamers, or am I hating on them, due to them being just an entirely different audience. Unfortunately for gamers who are heavily invested in video games, nowadays games have to please everyone, even people who have never played a game in their lives. Games are being created for those with very very short attention spans, who can not last a minute of "boring… [view original content]
Dude I played games 6 hours straight without getting off my ass! Sometimes I pause 'cause I get bothered by something that puts my attention… more elsewhere. So yeah "one-sitting" policy is the biggest bullshit I heard in gaming industry. If they made longer episodes we would've gotten more content, hubs, and additional character development that could let us have an attachment like we did in Season 1. Like we're supposed to be Sarah's friend(determinant) so why can't we talk to her much? There were moments where we could. So much potential is being wasted because of this. I hope Telltale is considering this because future franchises won't have the proper potential it should have if they stick to this policy, especially GOT with all its content it has. So yeah, we need this problem fixed.
I've found season 2 so far very polarizing. Many people like it, many dislike it. The truth is (as often) somewhere in the middle of all these radical opinions. I've played a lot of games that didn't have hubs but still (at least to me) had very enjoyable narratives; such as Spec Ops: The Line, The Last of Us, and Kane & Lynch: Dead Men. Hubs are only the window dressing on The Walking Dead game, not a necessity, but something people enjoy.
I think the narrative is a lot weaker, but I enjoy Clementine's development so much I'm willing to forgive a lot of nit-picks. And I think with a season that's more focused on faster and brutal scene's, I think it's ok to greatly reduce the hubs.
Obviously 6 hours is a different story, but that isn't really what we're talking about here. We simply want them to add that extra hour back into their episodes.
No one had an issue with the episodes being too long in season one. And honestly, even if some individuals somehow can't manage to sit down for two hours once every two months to play a videogame, they really don't need to finish the episode in one sitting.
Ehh... I don't know. Perhaps the intention is real. Perhaps the experience of those who cannot play a "long" episode is impoverished by having to stop it halfway through. Perhaps we are the very vocal minority, and the target audience is people who like their experience streamlined and concise, without the "problems" that with length and gameplay that @Markd4547 listed below. I personally think think no special consideration is needed.
I actually had to stop Long Road Ahead in the middle, the first time I played it because something unexpected happened. Days later, I got the time to finish it and my experience was none the worse for it. It varies from person to person, but if you can make room in your weekend to watch Titanic, you can make some room for a slice of your gaming hobby. Were two and a half hours on average too much? If they were, you could always come back later. I am of the mind that consideration for these people should not affect the quality of the game.
That said, it is true that length =/= quality, but the season has more problems than simple length. Length is tied to content and the content is tied to the the main aspects of the game, which are plot and characters... and they all suffer.
Comments
Don't say that. TWAU is not just a property to throw away so they can move onto the next thing. Besides, that's how long the last episode was, on average.
Look at this from the main character's persepctive.
Considering the fact that Christa is the only person that she can trust since they've been together for nearly two years, and considering the fact that the new group she came across left her for dead, I'm not surprised that Clementine's not exactly as thrilled as you guys are to get to know them.
You guys seemed so worked-up about your hubs that you not seeing how they can work against Clementine's character. If you want the story to work, it has to be written in a way that's believable, and a little girl talking to a group of strangers (one of which nearly killed her, one acted hostile towards her, and one suggested leaving her in a shed) just doesn't work for her or the story.
Maybe they could've done better at the ski lodge but for what they did, it works with the story.
All this talk about HUB and stuff. WHAT IS HUB?
What I'm saying is if you didn't worry about length you would enjoy it more.
The sad thing is Telltale doesn't seem to even take note on what people say, nor do anything about it. Shows you when power and money has gone to their head.
That doesn't mean that they slack.They work on two games at the same time after all.Fuse twd and twau episodes,and you get the length of twd season 1.
I don't mind as long as ever time a play the game there comes a different outcome I mean in the wolf among us I saved Prince Lawrence cause I went to his apartment first, or I save Alvin from the walking dead. I have 3 different save files all having different outcomes. So i spent more then 3 hours in each episode to find out what is different. Wolf among us episode 4 was the worst episode in every tell tale only cause there not much consequence.
*Any opinion that contradicts the thread's opinion
TL;DR:
I'm all for longer episodes and all, but Telltale can not cater to straight up gamers. Nearly everyone in this thread right now appears to be a hardcore gamer, such as myself, and by that I mean a sitting can be many hours for us and we play all types of genres. Remember that a reason they make these is for money, and if they did not do that the company would not exist. Due to this, they have to appeal to all types of gamers, casual and hardcore alike. While I and many of us here can play a game for 5+ hours easily, a casual gamer may not be able to. Note that I'm not saying to blame casual gamers, or am I hating on them, due to them being just an entirely different audience. Unfortunately for gamers who are heavily invested in video games, nowadays games have to please everyone, even people who have never played a game in their lives. Games are being created for those with very very short attention spans, who can not last a minute of "boring dialogue" and must have fire and swords and guns blazing every fifteen seconds, although fortunately this is not the case or the issue with TWAU and TWD, but an example of developers having to appease as many people as possible. The whole point of this is, TellTale can not be bashed for making shorter episodes simply for appealing to the masses, and the masses are those who can barely even play a game for more than an hour without getting bored. I'm sure they could make longer episodes if they truly wished to, but they'd just be appealing to the hardcore gamers, which means less people will enjoy the game, and less people will buy it, hurting the company.
More conversations and interactions in general have been high on my wish list from the start.
It's a shame, Mark was generally considered to be a redshirt but I think he had more potential conversations with Lee in one episode than Carlos, Sarita, and Jane have had all season.
In my opinion TTG has completely ruined what I considered a TTG game to be. They have been moving from puzzles and hubs to whatever they consider this new model to be. It's awful. I wish they would ditch this new model and go back to the tried and true monkey island, BTTF, TWD S1.....
It does. She did that in S1 while we were Lee. There have been things like good opportunities for hubs In S2 so far yet not used properly. There are reasons for hubs Ser
You don't walk around and talk to people because you trust them. You walk around and talk to people because you want to figure out if you can. Having the theme be "who can you trust" and not letting us talk to people so we can't build an opinion about whether or not to trust them is just a cop-out.
Uh...they kinda do let our opinions about whether or not we trust them play out. You don't have to be nice to everyone in the group. Hell you can get one of them killed if you want.
Besides, you should be building your opinion on what they do in the story that helps flesh out their character, not trying to find out who they were before the apocalypse. Yes, finding out who they were before can give you some idea of what the character is like, but it's NOT the only source of character development.
I didn't trust Carley just because she was a reporter for some news channel. I trusted her because she risked her life to save mine! That gives her some character development by showing she selfless and brave.
Who cares about who they were before the apocalypse anyways? Why should who they were TWO YEARS AGO tell you whether or not you can trust them? It's what they DO that defines who they are.
TellTale bit off more than they could chew taking on 4 different games at once, it's obvious that it's affected the quality of their games.
Not that I'm saying TWD S2 and TWAU is bad, but they could be much much better.
They should have just focused on TWDG and TWAU for the whole year. Then take care of the rest for 2015 and beyond.
It's not about whether or not we can be "nice" to a character. It's about whether or not we know enough about them to care. And let me be clear, I'm not asking for everyone's life story here. That can feel weird and shoe-horned in. What I'm asking for are indications as to who the characters are beyond "Oh he's a good person" "She's not a good person." We need to know who these character are as people, not just who they are as survivors.
Let's take Chuck as an example. Do we know everything about his past? No. But we do know enough things about his past for us to piece together what it might have been. And through our dialogue with him in which we uncovered these bits of information about his past, we get glimpses into his personality and thoughts. I know what kind of person he is. I can put him into just about any situation and imagine what he would say and do in reaction to the things around him. That's what makes a character.
Season 2 could have easily been better than Season 1.
Like what happened to Hitler
Very easily. 400 days is cooler than 203
THANK YOU.
You basically just proved my point about why having hubs in Season Two just bring out peoples' back stories is redundant since a lot of the characters have had moments like these.
And you're right. What Chuck said on the train after Lee confronted him for what he said to Clementine, I thought that was fucking brilliant! The second he justified what he said, I thought to myself, "This is a GREAT character."
My opinion on him however didn't really change when I learned about his past.
"Seeing another little girl die might just do me in"
That was a reference to his past that cemented his reasoning for his personality and outlook on life. The characters that have had lines like the one are Nick, Bonnie, and, to a lesser extent, Reggie, Walter, and Pete. We don't find out the other characters' motivations. Why was Carlos so freaked out about Clem interacting with Sarah? What the nature of the relationship between Alvin, Rebecca, and Carver? What happened to Sarita before she met Kenny? What has Luke been through? Without any of this information, we have no context in which to situate the characters' behavior.
References to their past and interests also gives a character much-needed depth and charm. Remember when we got to talk to Omid and he mentioned his cat and his love of history? That had nothing to do with how much we should trust him, but everything to do with how much we cared about him. Give us some of that with the Season 2 characters.
Not nearly enough, I don't think.
It's not really all exposition on their past. Sure, we got plenty nostalgic exposition from some of the S1 crew (like Katjaa) but later on, we merely spoke. Spoke about the situation at hand, about what we had gone through. I don't know, I like those things; it brings out the more human angle, and it was not necessary for the cast to repeat their live stories all over again. The story and their person, their character provided new conversation topics, not their pre-apocalyptic past.
Can only a small, absolutely necessary amount of dialogue and actions tell us enough about these people? Yes, but as "cinematic" as the industry and Telltale want to get nowadays, they sometimes miss what I think is the great advantage that this particular medium possesses: Interactivity. Player agency. The showing and telling of who this characters are in a different way than movies do.
One of my favorite quotes from In Harm's Way is said by Nick in the mediocre hub that we did get. It is a determinant little piece of dialogue, but I liked it a lot, and thank [Insert deity here] for The Annotated Dead for helping me illustrate this line and what it what it carries graphically. He does speak about the past... our past, together, as the group that Telltale intended us to be. I think it is a pretty nice way of presenting it, and it was not required to advance the plot, it was not a big defining action performed by Nick: only the words of a guy to a girl whom he has spent some hard days with.
Well I just wished they would keep to the 4-6 weeks they said between episoides. I will never buy another telltale game. It's as simple as that I don't like being mislead like that. If they went due to delays ect fine no big deal but this just we say nothing what so ever and sit back and say take it. That alone makes me not want to finish the game and 2 what happened last episoide you start to forget things so what's the point. It killed the game experance for me with all the spoliers you go check why it's not updateing yet because the steam version comes out way later then the rest just ruins the game. Then you wait a long time with no idea of when they will release it or even say when they will release it. That's why I will never buy another telltale game no thanks. Length of episoide is pointless when you just go screw it why bother.
Ouch. Bold statement, but one I kind of, sort of agree with in some ways.
Telltale got a reaction from the people and some of it got to their head.
Adolf Hitler got something in his head and got a reaction from the people.
Dude I played games 6 hours straight without getting off my ass! Sometimes I pause 'cause I get bothered by something that puts my attention elsewhere. So yeah "one-sitting" policy is the biggest bullshit I heard in gaming industry. If they made longer episodes we would've gotten more content, hubs, and additional character development that could let us have an attachment like we did in Season 1. Like we're supposed to be Sarah's friend(determinant) so why can't we talk to her much? There were moments where we could. So much potential is being wasted because of this. I hope Telltale is considering this because future franchises won't have the proper potential it should have if they stick to this policy, especially GOT with all its content it has. So yeah, we need this problem fixed.
Telltale ^
What's the problem telltale with season 2.
After a budget of 100,000 in S1 then they sold over 24 million copies they had the chance to really make something special and improve all areas in S2. So they made the episodes shorter, reduced decisions, NO ONE WILL REMEMBER THAT, Linear with no gameplay(hub or puzzles D':, majority cut scenes, each episode characters completely change personalities etc yet still same price
SOON SUPERSOON AROUND THE CORNER( you delayed the product don't take the piss out of us)
Staff excuses
Gameplay = Tedious busywork and it's so artificial to extend length ( a game company said that really:O)
Hub:= No one wants hubs without an objective( I want to play the game at my own pace and fully immense and appreciate the surroundings even without an objective it's an adventure element looking around I love with cut scenes I feel powerless and not immersed like I'm watching someone else's story)
Puzzles = We don't want gamers to get stuck( nice way of calling the fanbase stupid)
Length = One sitting entertainment 90 minutes like a movie to fully appreciate the story( Again nice way of shortening the episodes while maintaining the same price while also saying your fanbase has the attention span of monkeys we complete 15 hour games all the time
Again this is just my opinion I'm not saying it's right here comes the hate
I don't mind the length. I would like better hub areas which I think are lacking (which of course would directly affect length) but the actual time I spend playing doesn't matter if it's all on point.
That's a little over dramatic don't you think?
You never said hi to me GOUSTTTT
That's basically what I was trying to say when I posted about how I understood their "one-sitting" game model. A lot of gamers are more casual and don't have the time or energy to sit for five or six hours a night playing. They want a quick, fun experience. I think that why it's good that they are taking on other projects also, to give fans more variety and more things hours of playtime. I'm certainly enjoying the benefit of being able to play WD and TWAU together.
You know some gamers have work and families and don't have the time for six hour sessions. They should be considered too.
I've found season 2 so far very polarizing. Many people like it, many dislike it. The truth is (as often) somewhere in the middle of all these radical opinions. I've played a lot of games that didn't have hubs but still (at least to me) had very enjoyable narratives; such as Spec Ops: The Line, The Last of Us, and Kane & Lynch: Dead Men. Hubs are only the window dressing on The Walking Dead game, not a necessity, but something people enjoy.
I think the narrative is a lot weaker, but I enjoy Clementine's development so much I'm willing to forgive a lot of nit-picks. And I think with a season that's more focused on faster and brutal scene's, I think it's ok to greatly reduce the hubs.
Obviously 6 hours is a different story, but that isn't really what we're talking about here. We simply want them to add that extra hour back into their episodes.
No one had an issue with the episodes being too long in season one. And honestly, even if some individuals somehow can't manage to sit down for two hours once every two months to play a videogame, they really don't need to finish the episode in one sitting.
Ehh... I don't know. Perhaps the intention is real. Perhaps the experience of those who cannot play a "long" episode is impoverished by having to stop it halfway through. Perhaps we are the very vocal minority, and the target audience is people who like their experience streamlined and concise, without the "problems" that with length and gameplay that @Markd4547 listed below. I personally think think no special consideration is needed.
I actually had to stop Long Road Ahead in the middle, the first time I played it because something unexpected happened. Days later, I got the time to finish it and my experience was none the worse for it. It varies from person to person, but if you can make room in your weekend to watch Titanic, you can make some room for a slice of your gaming hobby. Were two and a half hours on average too much? If they were, you could always come back later. I am of the mind that consideration for these people should not affect the quality of the game.
That said, it is true that length =/= quality, but the season has more problems than simple length. Length is tied to content and the content is tied to the the main aspects of the game, which are plot and characters... and they all suffer.
Story of this games r great but just we want more hubs and longer games