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Telltale I want to help you with Season 2. *Must Read*

posted by ClemOwnedYou on - last edited - Viewed by 236 users

I have read alot of posts and topics on here, which seem to REPEAT themselves over and over.
What I cannot figure out is two major things that need to change, to make this game more EPIC then what it is at the moment.

1. Make the episodes longer. Please dont make us wait months, to only get 2 hours in. would love to be able to get more than an two hours out of a game that i waited months in between for it to be released. If worse comes to worse, release two episodes at a time.


2. Give this game more of a open world feel to it. Nothing is worth then walking around and only being able to do what the game allows you to do or buttons to press. The gamer, wants to be in control, hence why you allow us to pick what we want to say. Want to see an example of a game that was ruined due to lack of open world? Play L.A Noire. Solid storyline and graphics, but game was dry, amd only allowed the gamer to press a button when it promopted you. It was boring, and didn't deliever on the gameplay. You have a game that needs to deliever in season 2 with this major issue. Why cant we pick up or own weapons, or create our own weapons? Why cant I enter the house in episode 2 and really see what I expected from the begining? Rather you stop users from doing their exploring, and force the gamer to do what you want them to do.


Thats all I wanted to add. Would love to know if anyone agrees or disagrees and why?

Dont get me wrong though, I love this game. Just think these things could just make this the complete game. Would love to play this game longer, and more than once.

36 Comments - Linear Discussion: Classic Style
  • i dont think a more open world would be better, because i think wandering around doing random things would break the immersion of the game to much, and it would become far to obvious that you are in a game world.

    but i think bigger decisions about the groups plans may be a good idea eg. choosing long term goals (like the boat) and choosing the priorities of the group (food, guns, survivours, equipment ect.) and choosing more items we keep throughout the game(vehicles, weapons, tools etc.)

  • I'd like it to be similar to the first season, but with more impactful choices. Rather than a slightly longer playtime or a more open world, I'd like to have a different experience each playthrough.

  • save open world for another games like Left 4 dead or the other WD game

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    MSG

    Personally, open world and longer episodes are two of the least of my concerns...especially if you want a shorter wait between episodes. And "create your own weapons," really? Not this type of game.

    Biggest ones for me:

    - More branching choice trees. I understand that everything might wind up the same in the end, and I still enjoyed the game, but now that TT is less under the radar, they should be able to afford putting more effort into the choices in the game. Stuff like the Doug/Carley carrying over for bits of Episodes 1-3 were very good and added to my gameplay experience. And we don't need "zomg 38 endingz," but having 3-6 more elaborate climaxes based on choice would be very interesting. For example, I thought the ending to episode 5 would've been made more interesting if it could be multiple different people - Campman if you stole from him, Andy if you left him alive, and Vernon if you made a choice noncompliant with those. Still a loose idea, so it's not the best example, but it'd be interesting to see how everything tied together that way. Could be implemented starting from episode 3, too.

    - Like someone else said, sneaking puzzles. That puzzle in episode one where you had to stealthily kill every walker was pretty interesting, though simple. Something like that, but with more options to solving it - some easier, some more difficult - would be interesting. I think more puzzles in general would be a plus. Ones that require thought, not necessarily "retrieve this" or "where's Waldo" puzzles.

    - Make sure it's technically sound. Do your best to eliminate the game-breaking glitches and framerate issues BEFORE it comes out. Or at least do it after...even that has been a chore.

    Even without all of this, it would still be enjoyable...but everything can be improved.

  • What I want:

    More impact on choices, less illusion of choice.

    More and much much harder puzzles. Currently there aren't any puzzles unless you count 'press the ON button on the radio' or 'put the wheel on the apparatus'.

  • @dubesor said: What I want:

    More impact on choices, less illusion of choice.

    More and much much harder puzzles. Currently there aren't any puzzles unless you count 'press the ON button on the radio' or 'put the wheel on the apparatus'.




    100% agree.

  • I don't think either of these will happen.

    I think the current episode lengths work well.

    And adding an open-world element wouldn't have much of a point.
    The entire point of this game is sticking together as a group.
    Not much good would come from setting out and exploring the world on your own.

  • the ability to play as a couple different characters would be kinda cool. at different points in the game, perhaps. let you see into other people's minds.

  • @MSG said: For example, I thought the ending to episode 5 would've been made more interesting if it could be multiple different people - Campman if you stole from him, Andy if you left him alive, and Vernon if you made a choice noncompliant with those. Still a loose idea, so it's not the best example, but it'd be interesting to see how everything tied together that way. Could be implemented starting from episode 3, too.



    Oh, yeah. I started my second playthrough with my main goal being to make it impossible for Campman to complain about me, and most importantly to avoid stealing from his car. Then when Kenny & co. emptied the car out anyway I realized my actions had absolutely zero effect on the reveal, which took away a lot of its weight for me. I was hoping it'd be someone else, or that Campman would have an entirely different reason for taking Clementine. :(

  • You want to know what would be even better? Giving players the ability to make Lee run! It was like a breath of fresh air whenever that ability was given to me and a bitter disappointment when it was taken away a few minutes later...

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