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Character Interactions + Story Choices explained on Joystiq

posted by Blind Sniper on - last edited - Viewed by 665 users

http://www.joystiq.com/2011/07/26/telltale-elaborates-on-the-story-and-choices-of-the-walking-dead/


"And there's one more thing about The Walking Dead that will make it stand out from the rest of Telltale's games. Previous titles were more or less episodically self-contained, but Rodkin said that episodes in The Walking Dead will 'be able to talk to each other.' Characters that die in one game in Episode 1 will stay dead, or if the player keeps them alive, they'll reappear in later episodes.

That extends to 'even the smaller stuff, where, in a conversation, we want the permanent feel of these things. If you're talking to someone, and they ask you what you think about this or that and you're like that sounds like the stupidest thing you've ever heard and they're like what an asshole. Well, you've just told that person something that makes them think you're an asshole, and the game logs that down and moves on.'

That persistence should increase game's sense of permanence, and pull the player into a world with real consequences for their actions. 'We want the conversation to feel much more like an actual conversation where when you say something, you can't just unsay it by re-exploring the same dialog tree.' "

Having seen the amazing art direction and now hearing this, it looks like The Walking Dead game is going in an interesting direction. Even though I haven't read the comics yet, I'll certainly be checking out the game.

19 Comments - Linear Discussion: Classic Style
  • Sounds terrific! They should have done this with BTTF (Corleone, Eastwood, Spock) but let's not open that door to the past.

    I'm sorry but "a name" has nothing to do with actual story/character relationship change.

    But I think you should be aware, that THEY DID. It's just that for some reason, the system worked only for a few persons.

    QTE is only a decent system when you have CHOICES. "action 1 or action 2 (or 3 , 4 ...)" like Heavy Rain. Having just one button to push just to get the cut scene forward isn't really interesting. (yeah i'm looking at you god of war ... and JP )

  • @Strayth said: I don't care, the story, art style, and gameplay ideas sound more interesting than the atrocity of BTTF and JP.


    JP hasn't even been released yet so how can you claim that it is bad?
    I don't agree with you about BTTF, as it is a different type of game, designed for a different audience.
    Anyway I am liking the direction of the Walking dead. It sound more Rpg'ish with the decision making and the art style is certainly a step up from previous titles.

  • Very interesting. I mean, the idea that choices in early episodes affect the later ones had me intrigued from the start, but Telltale doing a karma meter-type system...well, this game's going to have quite a bit of replay value.

  • @RAnthonyMahan said: Very interesting. I mean, the idea that choices in early episodes affect the later ones had me intrigued from the start, but Telltale doing a karma meter-type system...well, this game's going to have quite a bit of replay value.

    I wouldnt say karma since one decision could favor for one, but not the other.
    As long as the game doesnt forwardly say "good" and "evil" in each discision Im fine.
    And no "Rick" and "Governor" either, we would figure it out:D

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    Vainamoinen Moderator

    @RAnthonyMahan said: Very interesting. I mean, the idea that choices in early episodes affect the later ones had me intrigued from the start, but Telltale doing a karma meter-type system...well, this game's going to have quite a bit of replay value.

    I also would not use that term yet. It might well be exactly that, but I still hope that the player's one elementary decision "I want to be the good guy"/"I want to be the bad guy" at the beginning of the game essentially determines what he will do throughout the entire game. I want the moral dilemma; I want to open Pandora's box with every direction I take, decisions that just don't fit in a moral/immoral pattern, just like in real life. ;)

  • Yeah, "karma meter" probably wasn't the best term. Since this is The Walking Dead, I'm expecting lots of choices where there really is no right answer.

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    harrisonpink Telltale Staff

    @RAnthonyMahan said: Yeah, "karma meter" probably wasn't the best term. Since this is The Walking Dead, I'm expecting lots of choices where there really is no right answer.

    That's what I found so compelling about the comic. There are very few times you can say that Rick or Tyreese or anyone really makes a "good" decision. It always seemed to comes down to choosing between "suck" and "suckier".

    There was a lot of "the needs of the many outweigh the needs of the one" too. Spock would have been proud...

  • Speaking of the comics, when is Volume 15 out?

  • Very cool! I look forward to seeing this in action as well. :)

  • I think this whole subject of your choices of who lives or who u save or if u give this person this or that person that is what makes this whole game what it is and is awesome I really really hope it is not episodic and at least make the choices impact the whole season I understand it is impossible to make every little thing change big events and I understand that some events u aren't really going to have a choice but please pay attention to small details also if we have choices only go episodic I think it will destroy the game. Now on that subject did anyone at all decide to side with Larry and throw duck out? Because in preview for episode two u are in verbal fight with Larry daughter over siding with Kenny just wonder if it changes that would answer our episodic or season long question at least.

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