Originally Posted by LokiHavok
Ok let's entertain your idea for a minute. Say you save Shaun instead of Duck.
Shaun stays on the farm with his father. He has no reason to venture to Macon. Since Duck is dead. There is nothing for Larry and Kenny to argue over. Hence it would make the situation in the St. John Locker likely completely different. Kenny wouldn't have been so quick to kill Larry. Hence Lilly wouldn't have lost it had he survived. And Carley/Doug would likely still be alive.
And that's just once choice. To quote Tony Sopranos "Every decision you make affects every facet of every other fuckin' thing. It's too much to deal with almost." If the devs were to factor in every variable and the consequences of every choice the game would never see the light of day. Hence that is why some outcome are closed loop and there is an eventuality or a fate that is in the game. It's a narrative game. It's supposed to be that way. Quit complaining.
And if you're thinking to yourself. That's the kind of game I want!
With infinite choices that really make a major difference to the overarcing storyline. SO much so that the story takes a completely different turn.
You should be playing a RPG. Either tabletop or in computer form.
Cause this is a story-driven adventure game.
As I said, I'm not expecting a completely different game based on my choices, I'm just expecting at least a slightly
It didn't make a whole boat load of sense for me to leave Hershel and travel with Kenny after I tried to save Shaun and then yelled at Kenny afterwards, but it still happened. It wouldn't be immensely difficult to invent a reason for Shaun to go to Macon.
Duck isn't there for Kenny and Larry to argue about? Create something else for them to argue about then.
It wouldn't take a completely different storyline for them to have choices matter - just small changes to various situations.
One part of your post that I particularly object to is...
It's a narrative game. It's supposed to be that way. Quit complaining.
That's all well and good, except they've heavily advertised the game as being influenced by your choices. The Steam page for the game features quotes such as "Live with the profound and lasting consequences of the decisions that you make in each episode" and "Features meaningful decision making". At the start of every episode there's a message saying "The story and gameplay are influenced by the decisions that you make" (or something like that).
If they'd just advertised it as a normal adventure game set in The Walking Dead universe then it would be all fine and dandy, but instead they've made a promise to their customers that they've yet to keep.