Improving the Game's Design [ Post your Ideas! ]
So lets start off a topic that I rarely saw anyone here talk about... and that is what would've make this game's game-play interesting, do you like how the menu looks, what would you change? How to make QTE's interesting and original and daring?
My own ideas:
Bringing back the design of choice making from S1 to PC- Remember how you could've just scrolled up and down or clicking the first four numbers on the keyboard when picking a choice, well... I personally want that back. It was easier, a lot more easier than this, hovering over with a mouse on the window box, imagine if someone panics and doesn't reach that desired choice because of his/her latency time.
Rewind on Lock-Down- There are people who regret the choice they make & so they want to redo it, well... screw them! You gotta stick with it what you did man! You can't take the easy way out! At least you'll be able to when you finish the whole damn game...
Why is this a bad/good choice?- "Why did the majority of people did this? Are they stupid?" ... yeah there are people like this, so lets have a lil (sassy/sarcastic) description where it says why the choice you picked was bad... yes just bad... not good... just bad. (This might improve the choice making to 50/50 if they think like this.)
Oh no, the tension, My character might die mid-way through out the game?!- This was my very old idea that I had before season two came out, I hoped that some characters from season one will be played as the new characters in season two, along with Clementine, and I always had an idea in my head that the older character you play as will always be on the edge, that he might die like in episode 2 or 3 or something and you'll be forced to continue playing like that without that character (because of the Locked Rewind feature hehe), our character Lee struggled taking care of the group and Clementine ending the game finally rescuing Clementine with him redeeming himself, but I figured that the game's bigger focus with this might be literal survival.
So far these are my ideas, let me hear yours.
Comments
Hey yeah! I completely forgot about that one.
There should've been a hint notification at the start of the game; "Silence is a valid option, let the timer ran out", and also not cutting down other characters speeches, when you pick your choice the character just finishes his/her sentence, it doesn't reveal the whole conversation. This might've helped them out in a cinematic sense, not cutting down in-game cutscenes. (Without the characters spazzing out on screen)
I think silent option is fine, but it needs improvement. There should be an additional information to it, as to what you're doing, because every time you stay silent the reaction about it is different all the time. So, you could add something like [stay silent while staring at XY], [stay silent while looking away] and etc. That way you can actually have a basic idea of what your character tries to say with his silence.
I don't know how will they manage to put that with limited 4 options though.
I've ment 1 of them as a replacement for just [silence]
I like the silent option. I just wish Telltale would treat it like an actual option. For instances, if I stay silent during a whole conversation, I want people to notice and comment about my silence and not go "I have this feeling you're full of shit" or "he's the one standing there and judging me for something he doesn't understand" when I literally didn't say a word.
Oh okay... although that might look a bit unfair towards some in-game characters in a big group, maybe it might work out if you and that character are alone and you have an option like [Glare at Ben].
There could be strikes on how many times you used silence as an option. Before a character gets pissed at you.
The sad thing is that these kind of scenarios do happen on this game series.
Facial expressions when making dialogue choices. I saw this idea a while back, and it would give more variety to the interactions.
We do need more expressions...
That's a cool idea. It would make it easier to know what the chosen option would entail too.
So you mean when you hover over a dialogue option, it would make the playable character's face change expressions? Is that what you mean?
From what I understood when you make a choice, your character's expression adapts to the choice you picked (I just remembered how Lee's facial animation just remained the same when he threatened or plead Vernon).
...right Goku?
I actually meant that you choose a dialogue option and then also choose a facial expression to come with it. So it's like two options for communication with different combinations.
Although the idea of having the facial expressions show how a dialogue choice would go down would be helpful too.
Overcrowded choices don'tcha think?
It's about eight options per dialogue scene, I mean if Telltale put their whole company to work on it, they would achieve some great things.
It's about eight options per dialogue scene, I mean if Telltale put their whole company to work on it, they would achieve some great things.
Lets think about this;
You have this game on PC and consoles; I can kinda see how can they pull off 8 choices on consoles (have use of the arrow keys as separate choices), however I can't see that on the PC. Visually speaking.
It wouldn't have to be shown as an additional dialogue option, to avoid clunkiness. You could just have something of a "mood meter" that you could scroll through whilst choosing what to say. Might need to give the players some more time for a decision though.
Do you mean how to make it so it's possible to pick of about four different options? I'd think on PC it'd be the easiest, considering you have a mouse, and an entire keyboard. They could make it so it'd be just like the dialogue options. After you click one, the facial expression options come up, and them you can click on one of them as well.
Or they can use the WASD keys for them.
Although I think it'll take 'em forever to apply all different outcomes for every single choice.
We should just think like the school of "Bauhaus", simple & easy.
MUSIC NUMBER!
um... what?
I...
I-I want them to break into song ;.;