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Decisions that affect the story>Season 2

posted by Elements on - last edited - Viewed by 372 users

It's probably already been brought up before, but the "choices you make" affect the outcome of the game, that Telltale so heavily advocated, was virtually nonexistent. I mean sure you were able to choose between two choices, which then yielded a specific result, but as many players noted, and pointed out they were scripted. A perfect example of this is the Ben and Carley scenario that happens outside the RV, instead of it just being Carley who winds up with a bullet to the face, there should've been an opposite outcome involving Ben. I mean it's two choices, so there should be two different outcomes. Hopefully, should Telltale make the same statement for season two, it will be true.

19 Comments - Linear Discussion: Classic Style
  • @Mornai said: Well, if you get past the coast and actually get into deep water, it's probably one of the safer routes a surviving group can take. With how much those shambling corpses struggle to even stand, the thought that they could manage to swim around in an ocean is laughable. On the surface, you have nowhere to run.

    Think of it as heading through Death Valley to get to the shade behind it.

    Like I said, among my reasons, not the only one.

    Hint, what's the population density of the ocean? The reason you won't find many zombies there is because people tend not to live there. There's a reason for that. By the same token, you probably wouldn't find many zombies on the Moon, either.

    Even if the plan "worked" (insofar as getting the group out to sea), you're still screwed, just for different reasons. A person trying to survive on just fish is looking at getting scurvy and Beriberi, but fortunately they wouldn't live long enough for that to be an issue because they'd die a horrible death from dehydration well before then, since they're surrounded by water they can't drink.

    And if you posit that the group could just return to the mainland to scavenge for supplies, they might as well not leave it in the first place; since by definition they'd have to return to the densely populated coast.

    As a survival plan, it sucked.

  • You could sleep without risk of getting eaten, just anchor near the shore and go on regular supply runs. When an area has run dry, sail to another one.

  • @CarScar said: You're just a butthurt Carley fan, aren't yah? :p


    ... I'm in the same boat. :(

    Its a big old boat. :p

    Anyway the problem with the Carley/Ben scenario is that there is a clear right and wrong. As a much more popular character 99% of the people who get Carley killed would just rewind and correct the "mistake", leading to them having to create a whole branch for the "bad" version that nearly nobody will use. Same thing where people want options to lead to Lee surviving, i really don't want the game to have a good ending and a bad ending. It annoys me when games pull that.

    Anyway on the main point i think it's a balancing act, Telltale probably couldn't of made such an emotional plot if there had to be 50 different versions of it, and to some extent its powerlessness that can help you really get into the story, you're a person doing their best and often being doomed to failure, rather than an omnipotent director type. On the other hand for the choices to have any real meaning and weight you need to have reason to believe it really will have an effect. As i said It's a balancing act, i think telltale were slightly too far on the powerless side of that in season 1, but it's important not to over-correct and create a different problem.

  • @Rommel49 said: Like I said, among my reasons, not the only one.

    Hint, what's the population density of the ocean? The reason you won't find many zombies there is because people tend not to live there. There's a reason for that. By the same token, you probably wouldn't find many zombies on the Moon, either.

    Even if the plan "worked" (insofar as getting the group out to sea), you're still screwed, just for different reasons. A person trying to survive on just fish is looking at getting scurvy and Beriberi, but fortunately they wouldn't live long enough for that to be an issue because they'd die a horrible death from dehydration well before then, since they're surrounded by water they can't drink.

    And if you posit that the group could just return to the mainland to scavenge for supplies, they might as well not leave it in the first place; since by definition they'd have to return to the densely populated coast.

    As a survival plan, it sucked.

    It did suck that can't be denied, it was always too focused on the next step, without any real long term vision. In their defense the abrupt and unplanned exit from the motel didn't help that, but even still they should have done better.

    I always imagined that the idea of the coast was to find a small island of some sort, not necessarily deserted of course, but with a much lower pop density than the mainland and no prospect of herds passing through (lack of boats leads to reduced risk from people as well). Obviously making a living at sea for ever more is fundamentally flawed.

    Leads back to the poor planning, the boat idea could work if they had any idea where they intended to go once they got out to sea.

  • Well, in the end... a boat plan sucks just as much as any plan on land will do for you.

    I hope Clem can survive well in Season 2. :(

  • @Flyingman356 said: You could sleep without risk of getting eaten, just anchor near the shore and go on regular supply runs. When an area has run dry, sail to another one.

    If going for the boat plan thats the way to go keep close to shore as possible when necessary go for supplies. Speaking of a small island if they shipped from Savannah and kept close to shore they would have ended up in the Bahamas :cool:

  • @Flyingman356 said: You could sleep without risk of getting eaten, just anchor near the shore and go on regular supply runs. When an area has run dry, sail to another one.

    Like I said, if you posit they could just return to the mainland for supplies, you might as well just remain there and go further inland. You can fortify against zombies; dehydration has zero fucks to give about high your walls are.

    If your zombie avoidance plan at any point requires multiple trips to the areas with the highest number of zombies, it's a bad plan.

    @Flyingman356 said: It did suck that can't be denied, it was always too focused on the next step, without any real long term vision. In their defense the abrupt and unplanned exit from the motel didn't help that, but even still they should have done better.

    I always imagined that the idea of the coast was to find a small island of some sort, not necessarily deserted of course, but with a much lower pop density than the mainland and no prospect of herds passing through (lack of boats leads to reduced risk from people as well). Obviously making a living at sea for ever more is fundamentally flawed.

    Leads back to the poor planning, the boat idea could work if they had any idea where they intended to go once they got out to sea.

    Hell, Chuck basically says as much when it came to that plan: "And then what?", I never heard an answer. :p Kenny's "plan" was basically 1.) Get boat. 2.) Go to Sea 3.) ???? 4.) Profit.

    Of course, given they're in the Southeast U.S., they could've ended up disembarking in Cuba just to get eaten by Castro's zombie or something. :p

  • @wellgolly said:

    I really liked Clem (her voice actress is really good), but I think I'd prefer we just leave her fate vague. The ending I've watched was pretty satisfying. She parted with Lee and has to deal with the world on her own, influenced by what he's taught her. Not knowing what that was in the distance was a nice way to illustrate that. Zombies would have just meant DANGER, friends would have just meant HAPPY SAFETY, but unknown figures in the distance just means encountering a situation on her own.

    It'd be interesting to start with a clean slate, or maybe one that only loosely relates to the original the way the games did with the comics, like getting to see what happened at Save-Lots firsthand.

    If they'd remove Clem,then most of the choices you made won't have much weight onto the next season, because she's kind of a main device or source that absorbs everything you experienced in S1 and she will continue with that knowledge. Although thinking about new protagonists and characters isn't such a bad idea maybe some minor choices from S1 may have some influence for the new story.

  • @Desmodus87 said: I think that the reason our choices seemed limited in S1 is because they were setting the foundation for S2. Will Clem trust strangers, and, more importantly, will she trust those in her group? Will she consider taking things from seemingly abandoned cars and dwellings stealing or surviving? Will she take into consideration that there might be people out there who want her specifically? Will she have the fortitude to kill when necessary?
    These are choices that we made over the course of our gameplay in S1. As Lee, we didn't live long enough to see what impact these choices would make. I hope that in S2 or S3, we will see very different variations of Clementine.

    I haven't posted in a very long time because I was fed up with the whole choice/no choice debate. I am only breaking my silence because I came back to this board months after the fact to see what the sentiment was regarding the issue.

    I see not much has really changed and that is disappointing. Before the final epi was released, people kept saying just wait your choices matter and we'll see at the end.....now the new theme is just wait the choices will matter in the new season?

    I completely opted out of epi 5 personally and just watched a few playthroughs because imho, it was better spent time. I still don't feel like TTG delivered the game they hyped.

    They delivered a GREAT game but not what they said. It's like when you go to the restaurant and see food offered on the menu and order it and then they tell you that it is not available that day for whatever reason. You have to pick something else, and while it's good, you still wanted the first thing you saw.

    I have a very hard time believing that the next season will be reflective of anything meaningful that players chose in the first season. I also just hope they don't do that whole your choices will matter thing again.

    I'm sitting on the sidelines on Season 2 also.

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