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The Walking Dead choices.

posted by Skizoker on - last edited - Viewed by 278 users

First off let me start by saying I love the game. I have had some severe issues getting it to save properly and even downloading some of the episodes but because I love The Walking Dead series so much I don't really care about that too much.

The one thing I have been disappointed about was the choices. In most cases I have found what I answered did not really matter - other than how some people acted around me.

The first example: You must decide whether to save Duck or Shawn. The first time through I chose Duck and got kicked off the farm. Foolishly I thought if I had of chosen Shawn I would have been able to save him and it might have created a different path to go down. I was hoping it would allow me to stay on the farm for awhile and see what transpired on the farm in the beginning (things prior to the TV series and comics.)

I understand some choices will decide who lives or dies and probably changes the story in that regard. That is perfectly fine, but things that don't make sense to me was Carley getting shot in the face. I rewound it 5 times choosing every possible thing I could hoping that she wouldn't die. I know I'm late to the party as I'm sure most of you probably tried/wondered the same thing but that really sucked. But, I guess in a zombie apocalypse things happen you can't control. :mad:

Anyways, the point of my post is I wish future episodes/seasons were wrote where you could actually have different paths to the story depending on what choices you made. The way it looks to me is the story doesn't vary a whole lot except for the people who are in it with you.

If I'm mistaken then be gentle, I've only played through the first 4 episodes once and episode 1 twice.

Thanks!

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  • @Skizoker said: First off let me start by saying I love the game. I have had some severe issues getting it to save properly and even downloading some of the episodes but because I love The Walking Dead series so much I don't really care about that too much.

    The one thing I have been disappointed about was the choices. In most cases I have found what I answered did not really matter - other than how some people acted around me.

    The first example: You must decide whether to save Duck or Shawn. The first time through I chose Duck and got kicked off the farm. Foolishly I thought if I had of chosen Shawn I would have been able to save him and it might have created a different path to go down. I was hoping it would allow me to stay on the farm for awhile and see what transpired on the farm in the beginning (things prior to the TV series and comics.)

    I understand some choices will decide who lives or dies and probably changes the story in that regard. That is perfectly fine, but things that don't make sense to me was Carley getting shot in the face. I rewound it 5 times choosing every possible thing I could hoping that she wouldn't die. I know I'm late to the party as I'm sure most of you probably tried/wondered the same thing but that really sucked. But, I guess in a zombie apocalypse things happen you can't control. :mad:

    Anyways, the point of my post is I wish future episodes/seasons were wrote where you could actually have different paths to the story depending on what choices you made. The way it looks to me is the story doesn't vary a whole lot except for the people who are in it with you.

    If I'm mistaken then be gentle, I've only played through the first 4 episodes once and episode 1 twice.

    Thanks!



    you've got a point

    anyways I HOPE that telltale can make Clem's death,
    like not deliberately but depending on your choices most likely

  • Meh i doubt clem could die unless you didn't have to cut her hair or teach her how to use a gun i thought that was mandatory. is it?

  • @KingOfTheDead said: Meh i doubt clem could die unless you didn't have to cut her hair or teach her how to use a gun i thought that was mandatory. is it?




    She can die.

    Edit: http://www.youtube.com/watch?v=MiPd_-on-_M 14:00-14:30

  • One way to think about the game is to decide what type of Lee you want to be, then make choices based on that and see how it turns out. Maybe your Lee will change over time, going from optimistic to pragmatic to defeatist. Or maybe he won't. Maybe your Lee is out for himself, doesn't trust anyone, and only pretends to like Clem so that other people don't kick him out because he's a murderer. Etc.

    You're right that the same things more or less happen, but the tone changes a lot. It makes the story feel personalized. It can't branch too much or it wouldn't be able to get through the checklist of things it needs to do to tell the season's story. (Introduce the world, live in the world, major ordeal, regroup, and conclude.)

    Carley was shot in the face so that you would know that the series was at a low point. Then to make sure you knew, Katjaa killed herself and Duck died. Then to make extra sure, a hobo told you that you were all going to die, especially Clem, and that whatever hope you had left (boat plan) was stupid. You get the idea.

    If the story let you avoid those events, it would have to make up other events to make sure you were at a low point so the story could regroup. Maybe Kenny's mustache would fall off, or Carley would start dating Ben. Maybe Clem would pick Christa as her new guardian and tell Lee that she was tired of all his swears.

    So ... give Telltale some credit for how hard what they're trying to do is. Players can pick their own tone and spin on events, within the context of the same story. It's a lot of work to make players feel the personalization is meaningful while also making sure that the overall story makes sense.

    Kenny is a great example. Some people think he's bro-for-life, while others think he's scum. Telltale has to make sure those different relationships are meaningfully reflected, while also making sure that relationship doesn't drastically alter the story.

  • The choice comes back to the word "tailored". It's not a special suit just for you, it's just a suit that's been fitted to you. Though i can understand the disappointment, I too shared it when I started analyzing the episodes, but then I realized during the game, I was so immersed I didn't care anyway

  • @IndigoHawk said:

    If the story let you avoid those events, it would have to make up other events to make sure you were at a low point so the story could regroup. Maybe Kenny's mustache would fall off, or Carley would start dating Ben. Maybe Clem would pick Christa as her new guardian and tell Lee that she was tired of all his swears.



    I love this forum.

  • @IndigoHawk said: One way to think about the game is to decide what type of Lee you want to be, then make choices based on that and see how it turns out. Maybe your Lee will change over time, going from optimistic to pragmatic to defeatist. Or maybe he won't. Maybe your Lee is out for himself, doesn't trust anyone, and only pretends to like Clem so that other people don't kick him out because he's a murderer. Etc.

    You're right that the same things more or less happen, but the tone changes a lot. It makes the story feel personalized. It can't branch too much or it wouldn't be able to get through the checklist of things it needs to do to tell the season's story. (Introduce the world, live in the world, major ordeal, regroup, and conclude.)

    Carley was shot in the face so that you would know that the series was at a low point. Then to make sure you knew, Katjaa killed herself and Duck died. Then to make extra sure, a hobo told you that you were all going to die, especially Clem, and that whatever hope you had left (boat plan) was stupid. You get the idea.

    If the story let you avoid those events, it would have to make up other events to make sure you were at a low point so the story could regroup. Maybe Kenny's mustache would fall off, or Carley would start dating Ben. Maybe Clem would pick Christa as her new guardian and tell Lee that she was tired of all his swears.

    So ... give Telltale some credit for how hard what they're trying to do is. Players can pick their own tone and spin on events, within the context of the same story. It's a lot of work to make players feel the personalization is meaningful while also making sure that the overall story makes sense.

    Kenny is a great example. Some people think he's bro-for-life, while others think he's scum. Telltale has to make sure those different relationships are meaningfully reflected, while also making sure that relationship doesn't drastically alter the story.



    Chuck Wuz a magical hobo

  • @IndigoHawk said: One way to think about the game is to decide what type of Lee you want to be, then make choices based on that and see how it turns out. Maybe your Lee will change over time, going from optimistic to pragmatic to defeatist. Or maybe he won't. Maybe your Lee is out for himself, doesn't trust anyone, and only pretends to like Clem so that other people don't kick him out because he's a murderer. Etc.

    You're right that the same things more or less happen, but the tone changes a lot. It makes the story feel personalized. It can't branch too much or it wouldn't be able to get through the checklist of things it needs to do to tell the season's story. (Introduce the world, live in the world, major ordeal, regroup, and conclude.)

    Carley was shot in the face so that you would know that the series was at a low point. Then to make sure you knew, Katjaa killed herself and Duck died. Then to make extra sure, a hobo told you that you were all going to die, especially Clem, and that whatever hope you had left (boat plan) was stupid. You get the idea.

    If the story let you avoid those events, it would have to make up other events to make sure you were at a low point so the story could regroup. Maybe Kenny's mustache would fall off, or Carley would start dating Ben. Maybe Clem would pick Christa as her new guardian and tell Lee that she was tired of all his swears.

    So ... give Telltale some credit for how hard what they're trying to do is. Players can pick their own tone and spin on events, within the context of the same story. It's a lot of work to make players feel the personalization is meaningful while also making sure that the overall story makes sense.

    Kenny is a great example. Some people think he's bro-for-life, while others think he's scum. Telltale has to make sure those different relationships are meaningfully reflected, while also making sure that relationship doesn't drastically alter the story.



    Thanks, I never thought of it that way. I still would love other branches to the story just for replay value alone, but that means more resources used by Telltale and it might not make sense monetarily. Especially since I have no idea how much more time it would take to create an alternate story.

    I'm going to guess it would take awhile.

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