Why choices may never impact the story.

The reason why they wouldn't change the game significantly is because they would need to spend more time on developing how the game would go with change, needing more Voice Actors and more trophies. Which would mean that it wouldn't be frequently releasing episodes. Example Season 1 Episode 3 if you don't abandon Lilly and bring her with she will tell you and Clementine to come with. Eventually onc you are about to go back to the RV Lilly steals it and leaves. Well a better example would be asking to go with Jane and she refuses.

Comments

  • Yeah but it was just an Example.

    J-Master posted: »

    Lily at that time was meant to be a cameo from the comics and she was bound leave the group, and the spend more time comment, maybe Telltale should have waited and not bite off more than they could chew with working on 4 games.

  • Lily at that time was meant to be a cameo from the comics and she was bound leave the group, and the spend more time comment, maybe Telltale should have waited and not bite off more than they could chew with working on 4 games.

  • Nick Breckon!

    Choices would have mattered more, If Nick Breckon wrote the whole season. But I feel like Nick is gonna make episodes 3 + 4 choices actually impact. In Nick Breckon We Trust.

  • Choices would have mattered more, If Nick Breckon wrote the whole season. But I feel like Nick is gonna make episodes 3 + 4 choices actually impact. In Nick Breckon We Trust.

  • Why does everyone have faith in this guy?

    Choices would have mattered more, If Nick Breckon wrote the whole season. But I feel like Nick is gonna make episodes 3 + 4 choices actually impact. In Nick Breckon We Trust.

  • I think he wrote some of the best Episodes. Idk but he might do Good.

    GamingThief posted: »

    Why does everyone have faith in this guy?

  • You're Awesome

    Choices would have mattered more, If Nick Breckon wrote the whole season. But I feel like Nick is gonna make episodes 3 + 4 choices actually impact. In Nick Breckon We Trust.

  • edited November 2014

    choices don't matter more because if they did the episodes would take months to make they just done a more shitty job with season 2 but what people seem to don't understand is that there is a difference between your choices have a major effect and the story is tailored by how you play

  • TTG wants to tell you a linear story, but you can only effect the people around you. You need to understand if all your choices mattered that much each person would have a completely different story and that would take months to develop.

  • People seem you miss-use the ''Game is tailored by how you play it.'' When you tailor a suit, no matter how much stuff you put in it, it will still be the same old suit. Just a little different.

  • Agreed, and that's why some people end up disappointed after finishing the game - they expect the impossible, then talk about how much failure it was.

    TTG wants to tell you a linear story, but you can only effect the people around you. You need to understand if all your choices mattered that much each person would have a completely different story and that would take months to develop.

  • Alt text

    Jewfreeus posted: »

    choices don't matter more because if they did the episodes would take months to make they just done a more shitty job with season 2 but what

  • Yep, everyone expects the game to change because of their choices, the game even tells you the game is "tailored" by how you play. Not everything you do will change everything. I don't understand the thought process of everything changing, I mean does killing Andy and Danny going to change where you go? No.

    All the choices in-game are meant to "fit" your style, the game even tells you that.

    fallandir posted: »

    Agreed, and that's why some people end up disappointed after finishing the game - they expect the impossible, then talk about how much failure it was.

  • They can easily make choice have more impact if they chose the right setting and overall put more effort into the branching story lines.

    Here's an example: have the season take place in a stable community.

    You get one useful technical advantage from this setting alone: convenient character storage space.

    Determinant characters no longer have to be slated to death, and they don't necessarily have to become background characters either. Save a guy, have him become a resident mechanic, which could effect even more choices down the road (such as fixing up a car that lets your group get further than if he was dead, or something to this effect). You can also have them still be established characters. Allow the player to actually speak to them during hub segments, and have them still play roles in scenes between multiple characters, such as arguments or pep speeches and the like. Basically, take Nick from In Harm's Way and make him more proactive in regards to the character interactions.

    Characters who have since served their purpose for the time being can benefit from this as well; characters no longer have to be written out of the story to make way for different subplots. In a community setting, for example, Luke wouldn't have had to die to make way for the Kenny/Jane conflict. He could have simply split off to do something else around the community for the time being, or simply take a few 'sick days' in order to heal from his injuries. It allows character dynamics to be explored without having to compromise other characters in the process.

    Granted, this course of action would still require more input and effort from Telltale to work to its full potential, but it would help facilitate the process nonetheless.

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