Originally Posted by Master of Aeons
It's a storyline. No video game with a story has ever let you deviate from its railroad for longer than 15 minutes. Look at Heavy Rain and Mass Effect, no choices "matter". [Nothing remarkably changes until the very end of Heavy Rain when characters can suddenly die, and there are multiple endings. Even the most simple of games can have multiple endings - they mean nothing to the argument of choice.] The PAX video clears up a lot of the definition of "tailored", if you haven't seen it. They use the clothes metaphor: they are fitted to your dimensions, but you're not making clothes from scratch.
That said, there's a huge "branching" decision coming up in episode 4 that seems to somewhat contradict this. You're gonna have to wait for that to see how much this game can deviate from its storyline before coming back to the single ending that was promised.
So, to close on a pithy rewording: If you think telltale or any game manufacturer has the capability to deliver "branching plots", "countless choices with several subplots" and "80 gigs of optional, redundant choices"...then you are sorely mistaken. We're probably 20 years from recapturing Choose Your Own Adventures in Video Game form.
That's really not what I'm talking about. Look at the first witcher for example. Their was one overarching storyline but you had three various groups you could align yourself to get there (squirrels, order, or stay neutral) each with their own individual subplots that's what I would have liked to seen from telltale.
It didn't have to have optional missions but it could have continued to focus on the power struggle within the group (Lee, Lily and Kenny) with the player having the option of taking control or throwing his support behind either Kenny or Lily.
To me that was one of things that originally drew me into the game.